Global Cloud Gaming Market 2016-2020


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Technavio

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About the Cloud Gaming Market

The introduction and popularity of PCs and electronic devices and the rise of the internet have led to the development and commercialization of gaming across the globe. Individuals are passionate about interactive entertainment in the form of games, which have different genres and offer different user experiences in a broad variety of platforms.
Individuals require platforms such as TVs, consoles, mobile devices, and PCs to play video games. Various types of games are available for various kinds of gaming platforms. They are available in two major formats: physical and digital. Games in the physical format are played through physical discs while those in the digital format are downloaded or are cloud-based.

Technavios analysts forecast the global gaming market to grow at a CAGR of 29.33% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global cloud gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the web-based subscription of cloud-based gaming.

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global Cloud Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
G-Cluster
Nvidia
PlayGiga
Sony Computer Entertainment
Ubisoft Entertainment

Other prominent vendors
Amazon
CiiNOW
Crytek
GamingCloud
Google
Happy Cloud
IBM
Microsoft
Nintendo
Playcast Media Systems
Samsung Electronics
TransGaming
Ubitus
Valve

Market driver
Reduced costs and installation time
For a full, detailed list, view our report

Market challenge
Concerns related to privacy and security
For a full, detailed list, view our report

Market trend
Growth in free-to-play model
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Customer segments
Base year
Vendor segmentation
Summation errors
Currency conversion rates
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market description
Global gaming market
PART 06: Market landscape
Market overview
Product lifecycle
Market size and forecast
Market size and forecast
Five forces analysis
PART 07: Global gaming market
Global gaming market by type
PART 08: Geographical segmentation
Segmentation of global cloud gaming market by geography
Revenue comparison of global cloud gaming market by geography
Cloud gaming market in Americas
Cloud gaming market in EMEA
Cloud gaming market in APAC
PART 09: Buying criteria
PART 10: Market attractiveness
Market attractiveness of global gaming market by geography
Market attractiveness of global cloud gaming market by geography
PART 11: Key leading countries
US
PART 12: Market drivers
PART 13: Impact of drivers
PART 14: Market challenges
PART 15: Impact of drivers and challenges
PART 16: Market trends
PART 17: Vendor landscape
Summary of figures
PART 18: Appendix
List of abbreviations
PART 19: Explore Technavio
List of Exhibits
Exhibit 01: Currency conversion rates 2013-2015
Exhibit 02: Product offerings
Exhibit 03: Type of screens used for gaming
Exhibit 04: Global gaming market by type
Exhibit 05: Value chain of the global games market
Exhibit 06: Overview of global cloud gaming market
Exhibit 07: Product lifecycle of cloud gaming 2015
Exhibit 08: Product lifecycle of cloud gaming 2020
Exhibit 09: Global gaming market 2014-2019 ($ billions)
Exhibit 10: Global cloud gaming market 2015-2020 ($ millions)
Exhibit 11: Share of cloud gaming in overall gaming market 2014-2019
Exhibit 12: Five forces analysis
Exhibit 13: Global gaming market by type 2015
Exhibit 14: CAGR comparison of types of gaming platforms 2015-2020
Exhibit 15: Segmentation of global cloud gaming market by geography 2015
Exhibit 16: Global cloud gaming market by geography 2015-2020
Exhibit 17: Revenue comparison of global cloud gaming market by geography 2015-2020 ($ millions)
Exhibit 18: CAGR comparison of global cloud gaming market by geography 2015-2020
Exhibit 19: Cloud gaming market in Americas 2015-2020 ($ millions)
Exhibit 20: Cloud gaming market in EMEA 2015-2020 ($ millions)
Exhibit 21: Cloud gaming market in APAC 2015-2020 ($ millions)
Exhibit 22: Buying criteria for cloud gaming
Exhibit 23: Market attractiveness of global gaming market by geography 2014-2019
Exhibit 24: Market attractiveness of global cloud gaming market by geography 2015-2020
Exhibit 25: Global smartphones and tablets shipments 2011-2015 (millions of units)
Exhibit 26: Impact of drivers
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Summary of figures